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Low distortion shell map generation

by Kai Ye, Kun Zhou, Zhigeng Pan, Yiying Tong, Baining Guo
Proceedings - IEEE Virtual Reality ()


A shell map (Porumbescu et al., 2005) is a bijective mapping between shell space (the space between a base surface and its offset) and texture space. It can be used to generate small-scale features on surfaces using a variety of modeling techniques. In this paper, we present an efficient algorithm, which reduces distortion by construction, for the offset surface generation of triangular meshes. The basic idea is to independently offset each triangle of the base mesh, and then stitch them up by solving a Poisson equation. We then introduce the details for computation of a stretch metric, which measures the distortion of shell maps. Our results show a substantial improvement compared to previous results

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